cirnogodot/Scripts/UI/WeaponAmmoCounter.cs
2025-03-05 18:55:30 +01:00

51 lines
No EOL
1.3 KiB
C#

using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.UI;
public partial class WeaponAmmoCounter : Control
{
public LootItem Item { get; private set; }
[Export]
public TextureRect Icon { get; private set; }
[Export]
public TextureRect AmmoIcon { get; private set; }
[Export]
public Label TotalAmmoLabel { get; private set; }
[Export]
public Label LoadedAmmoLabel { get; private set; }
public void Init(LootItem item)
{
Item = item;
InventoryManager.Instance.LoadedAmmoChanged += (weaponKey, count) =>
{
if (weaponKey != Item.WeaponData.ItemKey) return;
LoadedAmmoLabel.Text = count.ToString();
};
if (string.IsNullOrWhiteSpace(item.WeaponData.AmmoKey))
{
TotalAmmoLabel.Hide();
AmmoIcon.Hide();
return;
}
UpdateCounter();
// Register this only if there's ammo
InventoryManager.Instance.TotalAmmoChanged += (ammoKey, count) =>
{
if (ammoKey != Item.WeaponData.AmmoKey) return;
TotalAmmoLabel.Text = count.ToString();
};
}
private void UpdateCounter()
{
TotalAmmoLabel.Text = InventoryManager.Instance.GetItemCount(Item.WeaponData.AmmoKey).ToString();
}
}